Spline
Shader
花键着色器
Basic 基础Shader 着色器Spline Shader
花键着色器
This shader textures an object based on a spline that is projected onto the surface. In the example above, the shader has been loaded into the Alpha channel. With the Spline shader, you can texture primitives without having to create an extra bitmap texture.
这个着色器的纹理是基于样条曲线投影到物体表面的。在上面的例子中,着色器被加载到 Alpha 通道中。使用样条着色器,你可以不用创建额外的位图纹理就可以实现纹理原语。
You can also use splines to cut precise shapes out of objects by placing the Spline shader in the alpha channel, for example.
例如,您还可以通过将样条着色器放置在 alpha 通道中,使用样条线从对象中切割出精确的形状。
Additionally, you can choose your background, fill and line textures.
此外,你可以选择你的背景,填充和线纹理。
The splines can also be animated via PLA.
样条也可以通过 PLA 动画。
How does the Spline shader work?
样条着色器是如何工作的?
First, slap the spline shader material onto an object using UVW mapping.
首先,使用 UVW 映射将样条着色器材质拍到物体上。
Internally, the Spline will be projected onto a surface measuring 100*100 units (this is the size that will be used to cover the complete UV surface). Scaling the Spline to fit this area will result in a better projection (otherwise the Scale parameter must be used for adjustment).
在内部,样条曲线将被投影到一个100 * 100单位的表面(这是大小,将用于覆盖整个紫外线表面)。调整样条曲线以适应这个区域将得到一个更好的投影(否则必须使用 Scale 参数进行调整)。
Using the Axis, move the Spline axis to the lower left corner of the Spline Bounding Box. The Spline must, however, first be made editable (C-key) (If you want to use Spline Primitives the X and Y offset should each be set to 50%. This will center the Spline on the UV surface).
使用该轴,将样条轴移动到样条包围盒的左下角。但是,样条函数必须首先可以编辑(C-key)(如果您想使用样条基元,x 和 y 偏移量应该分别设置为50% 。这将中心的样条在紫外线表面)。
Tip: 提示: